From: HURTT CHRISTOPHER MICHAEL <hurtt@tramp.colorado.edu>
Is there any work around for joining 2 objects that have sharp edges?
Whenever I join the objects all the edges go back to Phong, and I don't want
to have to change them back. Right now I'm just grouping the objects, but since
the object is going into the Cycle Editor I'd like to have just the grouping
it needs. Any ideas?
Chris Hurtt
##
Subject: Re: lha converters?
Date: Thu, 16 Jul 92 11:24:16 EDT
From: ddyer@hubcap.clemson.edu (Doug Dyer)
>
> Mark Thompson
> >
> > > So if you have FTP ability, search any of the popular Amiga-oriented
> > > sites, such as hupcap.clemson.edu or wuarchive.wustl.edu and look
> > > for LHA.
> >
> > Does anyone have or know of a LHA unarchiver for unix systems (ie. source).
> > I have a unix version of lharc but that ofcourse doesn't work with .lha
> > files.
>
> Since there probably isn't a UNIX LHA unarchiver, I think we should
> limit uploads to LZH compression. This may mean a few extra bytes
> for each file, but I refuse to spend the time downloading something
> over a modem unless I know a) that the archive is not corrupted,
> and b) what is in the archive. Since hubcap is notorious for
> screwing up archives,
I really doubt that its hubcap messing up the compressions. There are a lot
of factors involved from our own compressing to uploading. There is not
one ftp site I havent had at least one problem with an archive.
I think it is insane to expect people to
> blindly spend time downloading huge .LHA files from UNIX machines
> only to find out that the originals were corrupted or don't contain
> the advertised files.
I have an lha on hubcap. You should be able to find source code and makefile
by trying
archie lha
and you will get a list of sites and directories where a match was made. Thats
how I got mine. The makefiles are generally very complicated to handle different
systems but its not really that bad.
I also have lharc, but lha pretty much obsoletes it. I suggest compression methods as
follows:
LZH (since both lha and lharc handle it)
JPEG
Ill post where to find lha if noone has any luck (off hand I have no recollecton
where I pulled it).
##
Subject: Re: lha converters?
Date: Thu, 16 Jul 1992 12:18:20 -0400
From: Mike Taylor <mataylor@undergrad.math.waterloo.edu>
Steve Davis writes:
> Since there probably isn't a UNIX LHA unarchiver, I think we should
> limit uploads to LZH compression.
I am sure that there is a Unix version of LHA. In fact, I'd be willing
to bet that it is the original version and that the Amiga version is a
port of it. I will take a look around on the nets, when I get time, and
see what I can come up with. I will post a message if I find it.
/\/\ike Taylor
mataylor@descartes.waterloo.edu
##
Subject: Highlights on objects
Date: Thu, 16 Jul 92 15:10:12 EDT
From: serge@mars.dgrc.doc.ca (Serge Ah Hee)
Good Day!
I was playing around with Caligari 2... What a deception. I must agree
that the 3D environment is incredible, but the modeler and animation suck big time. I guess I'm too pampered with Imagine. Anyways, is there anyway of getting the nice highlights that Caligari 2 produces in Imagine. I know that Caligari does not use raytracing, still like some of its results.
##
Subject: Re: lha converters?
Date: Thu, 16 Jul 92 10:30:52 -0700
From: "mark w. davis DTN 548.8749" <davis@soomee.zso.dec.com>
There is a unix version of lha. I recall seeing it in
one of the source newsgroups. I cannot remember which
one but you might want to check the misc.sources or
unix.sources (or whatever) archives. I will see if
I can locate them, also.
mark
##
Subject: Re: Highlights on objects
Date: Thu, 16 Jul 92 21:44 PDT
From: tinman@agora.rain.com (David Tinnyo)
>> Good Day!
>> I was playing around with Caligari 2... What a deception.
>> I must agree that the 3D environment is incredible, but the modeler
>> and animation suck big time. I guess I'm too pampered with Imagine.
>> Anyways, is there anyway of getting the nice highlights that Caligari 2
>> produces in Imagine. I know that Caligari does not use raytracing, still
>> like some of its results.
I think you need to use Caligari a little more before you put down its
modeler and animation. Actually, I'm surprised what you said about the
modeler when you compare it to Imagine. The point editing features of
Caligari alone are very powerful and at the same time quite intuitive.
When I use Imagine's modeler(s) I always have the feeling that I'm doing
three 2D drawings and trying to match them up to get the 3D (which is
pretty much true). In Caligari, I feel like I'm reaching into the screen
and manipulating things. And the fact that C2 has multi-point polygons
makes it very easy to see exactly what you've done, something that is
not true with a moderately complex Forms object. With all those little
triangles, you pretty much HAVE to use the solid render and wait for
the SLOW refreshes. C2 shows those manipulations in real time.
The animation side is similar: I think the visible paths for IM
are a poor substitute for real-time placement of objects for keyframing.
I've found that paths are only a win for a circular motion, but an
animation that just contains orbiting objects can get dull REAL fast.
When you need to do arbitrary spline motions, combined with rotations,
real-time adjustment of keyframes is the only way to go. If you've
got a background in non-computer animation of real 3D objects (like
clay animation) this is a natural way to do things.
But, I do think that C2 needs to put hierarchical animation support
into its next release. This is just inexcusable, since the modeler
supports hierarchies. And the damn hierachy traversal buttons are
right there in the user interface for the animation module!!
About the nice highlights that C2 produces: I believe this is due to
the Metal shader, which uses a lighting model that is better than Phong
for Metallic and Glass objects. I don't know of any other Amiga renderer
that uses this, but it works beautifully in C2.
Don't get me wrong, I think Imagine is really powerful, but it just takes
too much WORK, which is something I got my Amiga to AVOID. :-)
** David E. TinNyo ** ** tinman@agora.rain.com **
"What is called politics is comparatively something so superficial and
inhuman, that, practically, I have never fairly recognized that it
concerns me at all." -- Henry David Thoreau
##
Subject: Re: Animation Journeyman (very long)
Date: Fri, 17 Jul 92 08:58:14 EDT
From: Mark Thompson <mark@westford.ccur.com>
Michael B. Comet writes:
> Anyone know anything about animation journeyman by hash
> enterprises?
I have a compilation of information on it that I have been
"What?!? Sore again?" -- Bugs Bunny to Yosemity Sam
Date: Tue, 5 Mar 91 11:14:05 +0100
From: her@compel.dk (Helge Egelund Rasmussen)
To: mark@westford.ccur.com
Subject: Journeyman
>Hey, does anybody know how good journeyman is? I just saw a review in
>Amiga World about it. Spline modeling is what I like and want.
>well see ya.
I have only had Journeyman for a few weeks, so I'm still at the learning
stage.
It is VERY advanced, but unfortunately it has quite a few bugs in the rendering
module: I get GURU's when I try to render a picture(!!).
However, if I change the picture size to 320x400, it work ok, so
I guess that the problem is with the handling of PAL machines.
I have told Hash Enterprises about it, so now I'll see how good their customer
service is...
A new version (1.2) should be released in the near future.
I'll probably post a longer 'review' of it when I get the new version.
Here is little 'description' of it:
Journeyman is delivered on two diskettes, one contain the software and the
other contains files which are used when you try the tutorial section of
the manual.
The manual are good and contain a large tutorial section in which you create a
full 80 frame animation of a jumping/bowing worm!!
It seems that the tutorial is for the NEXT version of the program, as it is
describing commands which doesn't exist in the reference section or in
the program.
Journeyman consist of 6 programs: Sculpture, Character, Action, Direction,
Render and Display.
SCULPTURE is a mix of the Imagine 'forms' and 'detail' editors.
You create simple objects (called 'segments) here, but assignment of
attributes etc. is done in the CHARACTER module.
All 'faces' are created of 'patches' which is curved surfaces. Because of this
you don't need as many faces as you would use in other 3d programs.
The program try to keep a smooth connection between patches, but it is possible
to create sharp (peaked) connections as well.
You can modify the patches by moving the control-points, and by
modifying three parameters (magnitude, alpha-bias and gamma-bias), which
define the curvature of the patch.
The magnitude decides how flat the patch is; if the magnitude is 0 the patch
is peaked at the control point, if the magnitude is very great then the patch
is flat.
The bias values control the angles of the patch near the controlpoint.
You only have two windows, but you can assign these to front, bottom, right,
left, top bottom or eye-view as you want.
It is possible to edit the object from all these views (including the eye view).
One of the very nice features is that you can 'paint' on your object very
easily. If you press the 'j' key, you end up in a little painting program.
Here you can render your object in shaded view, and it is then possible to
paint on the object (for instance you could put make-up on a head!). It is
possible to load brushes from other paint programs if you wish, but you
can't use more than 32 colors. It is also possible to load IFF brushes from
other painting programs.
Another thing that you can do, is to draw a face and profile view of your
object in the paint program. Then you can change this into a three dimensional
object by pressing a key.
Because of the spline/patch oriented interface, it is very easy to create
smooth objects.
In the CHARACTER program, you create characters by connecting the segments
created in the sculpture program; it is here that you add attributes to
the objects. It has a lot of different textures, and you have a preview feature
so that you can see what the texture looks like before rendering.
The textures are very nice, but they are also VERY expensive in rendering time.
It is possible to set values for:
Ambient light,
Transmission,
Reflection,
Roughness,
Red, Green, Blue,
Sphecular reflection.
There is only one slider for each of these (Imagine, I think, has three for
Sphecular reflection). Values are from 0 to 100 (Imagine has values between
0 and 255).
The ACTION program is used to create motion, it is best compared to the cycle
editor in Imagine.
Here you can create skeleton motion by keyframing as in the cycle
editor, but you have MUCH more control over what is happening.
For instance, you can modify curves which show how a object is moving in the
X, Y and Z directions over time, and then you can modify it as you want
(to create acceleration/decelleration etc.)
You can also morph an object, either by moving 'control points' or by
changing the curve parameters (magnitude and bias).
It is also possible to get a graph of this, and modify this if you want.
Finally you can create 'spine' motions. If you bend/turn/stretch a spine in an
object, the object will bend/turn/stretch too (and still be smooth etc.).
This can be controlled by graphs too.
The DIRECTION program corresponds to the Imagine 'Stage editor'.
Here you do the same things as you can do in the stage/action editor.
You can create spline paths for objects, lights and the camera, and you can use
graphs to modify acceleration etc.
Focal length, light colors, light bulb widths etc. is also governed by graphs,
so you have a lot of control over what is happening.
The camera can act as a real camera, that is it can be set up so that things
may be out of focus depending on distance (Depth Of Field).
All motion is governed by paths and graphs, so you can accelerate/decellerate
objects.
The 'action list editor' and the 'morph list editor' is where you assign
skeleton motion and morphs to the objects. A skeleton motion/morph isn't a
part of an object, for instance, you can use different motion/morphs for the
same object.
The RENDER program corresponds to the Imagine project editor.
Here you add the background color (which can't vary as it can in Imagine),
it is possible to add a haze effect to the picture.
It is possible to render in Preview mode (=ham), Anim file mode and Iff 24
bit mode. It is also possible to use antialiassing, enable/disable shadows and
choose between scanline or raytracing.
As I mentioned, I've had a lot of problems with this part of Journeyman.
In fact the only way I have been able to use this module is by using
the PREVIEW 320x400 mode which work most of the time (nearly everything else
crashes the machine!!)
The renderer seems slower than the one in Imagine, especially if one are using
textures.
DISPLAY is just another iff/anim viewer.
Overall, I like the program very much.
You have MUCH more control over motion etc. than you have in Imagine.
It is NOT possible to 'morph' texture parameters as you can do in Imagine.
As in Imagine, light sources isn't objects; they are added in the Direction
module (= Imagine stage editor). Because of this it is very difficult to create animations with objects holding lamps etc (ie. A man walking with a flashlight).
I think that the Imagine renderer is quite a bit better than the one in
Journeyman, but as I said, I haven't had that much chance to play with the
renderer :-(
It is very easy to create smooth objects (human/animal objects) because it is
based on splines/patches, and you use much fewer control points than you use
in for instance Imagine. The spine and muscle morphing features give much better
control of the animation of these objects.
Journeyman doesn't have any 'standard' objects (plane, sphere, tube, box etc),
so you have to create these by hand when needed. The only advanced command
are 'extrude' (ie. no spin, skin etc.).
Unfortunately, it isn't able to import Imagine/TS or Sculpt objects into
Journeyman, so you have to create all new objects youself.
Finally, there is no Journeyman mailing list on USENET :-( :-(, in fact
I haven't as yet seen postings from other users of the program.
A big plus is, that a person from Hash Enterprises is on the net, and that he
is willing to answer stoopid questions.
It is really nice to be able to ask questions to someone who really know the
program.
Just ask if you have further questions about the program...
PJ> Where's Essence? As long as the delay is adding a bunch of cool
PJ> features, I'll wait!!! If you're smashing bugs - great!
It's on its way!!!
PJ> But seriously, I was wondering if I missed a posting about it's
PJ> availibility and cost. Especially the price. What can we expect to
PJ> pay for what is almost Imagine 3.0!!!???!!!
Well, I believe Steve is now shipping out the announcement to
people, and if you are lucky, he might even post a message to this list.
No, you haven't missed it yet. Steve has been a very busy guy, and the
message should be coming any moment now.
PJ> Just an impatient Imagine user and S. Warley fan,
Hey, what about me? :-) Oh, and just in case that was not a
typo, his last name is spelled "Worley", which will help you locate him
at "Worley@cup.portal.com".
-- Glenn Lewis
(co-author of Essence)
Glenn Lewis | glewis@pcocd2.intel.com | These are my opinions...not Intel's
##
Subject: Jman
Date: Mon, 20 Jul 92 11:37:59 -0400
From: rnollman@osf.org
Over the years, I have been following with interest the discussions
about Animation Journeyman. The most recent post about Jman contains
a very complimentary description. But it does however mention a
complaint that I have heard more than once from people who are
involved in production of animation for clients (and whose judgement I
trust). The renderer is slow and inferior to a program like Imagine.
Imagine in slow enough and only with the release of DCTV provided good
enough quality images for amateurs like me. I am curious about a
comparison of rendering speed and image quality betweeb Jman,
Lightwave (I have a 3000), and Imagine (which I own). Unfortunately,
because I cannot check out Jman at my local dealer, there is no way
for me to determine for myself the relative merits of Jman vs. other
programs that I own or have used.
Is there anyone who has Jman and one (or both) of the other two
programs that can shed some light on this? Also, there has been mentions
of a demo video tape that should be available by now. Has anyone seen
the demo or knows if it is indeed available? I am most interested in
character animation, but have held back on Jman because I do not buying a
product I cannot play with first.
Rich Nollman
##
Subject: Avarice2.lha
Date: Sun, 19 Jul 92 15:15:59 PDT
From: guardian@netcom.com (Andrew Denton)
Well i got more then 12 mail messages asking for a close up of the dragon, so i rendered a nice zoom in of Avarice... Right now im working on the animation of the dragon, tail swashing,fire breathing etc that i hope to single frame record soon...
Also Avarice2.lha has a nice view of Steve Worley's new Veined Marble, a texture that is just a taste of the 65 textures <not image maps, actual textures>... I highly recomend Essence... It sure beats 1-2 megs an image map compared to the 15 k it
it takes for a texture!!!!!!
Andrew Denton...
Ill put it on hubcap.clemson.edu... also check out Wuarchive.wustl.edu
in /pub/AMIGA_UPLOADS/pics/guardian/ and /systems/amiga/video/pics/guardian/
for more renderings... take carE!!!!!!!!!!!!!!!!!!!
##
Subject: Mask on Hubcap
Date: Mon, 20 Jul 92 19:22:41 PDT
From: DonD@cup.portal.com
Hi, I grabbed Mask.lha off of hubcap and have not been able to un-LHA it
I get a "bad decoding table" error message. Since I have seen others discuss
Mask.lha I must assume something happened to just my copy... any Ideas what I
may have done wrong? this is my first FTP.
Don DeCosta |The nice thing about sanity is| VM/Nomad2
DonD@cup.portal.com |you can lose it more than once| Amiga/Imagine
##
Subject: Northern Lights
Date: Tue, 21 Jul 92 00:23:12 CDT
From: tes@gothamcity.jsc.nasa.gov (Thomas E. Smith [LORAL])
News about Essence has got my mind whirling on ideas to try. I heard that
Essence does magic with fractals. And what I wanted to do is this:
Create a plane, where fractal slits are somehow made with Essence by making
fractal shapes with filter rather than color. (Will this be possible?)
Then I take a conical light source (so the light travels straight up and down)
and put it under the plane. The light will be shining through the animated
fractal slits. The light should be invisible to the camera because it is
traveling up the z axis, and we are looking horizontaly at it.
To make the aroura visible, I put a fog plane with some height so the light
travels through the fog. The slits of light should look like curtains of
light in the fog plane.
I don't know about the first part yet, because Essence has yet to make its
debut (hint :) ). But I tried experimenting on the second part by making a
fog plane and putting an object between it and the light source, hoping to
see a shadow in my fog plane. But instead the whole plane lights up.
Any hints on whether or not any of this is possible?